This kobold thief – fighter character has an adventurous spirit and high intelligence which he uses to plot and make traps. He is the trusted sidekick of the half-orc character, Kul, who values his thief and fighter skills. Particularly the traps and plotting part. Kul will defend Maquat up the point of risking his own neck and the kobold will return the favor. In battle Maquat attacks with his light crossbow of speed, letting lose poisoned bolts twice a round. If forced into hand-to-hand combat he attacks with a dagger / short sword combination. He shares his races disdain for the “good” races, as well as most unintelligent evil races.

Dunjgor is a stupid and ugly man. Illiterate, cruel and uncouth, not to mention lazy and talentless, Dunjgor has had the luck to find a profession before being hanged by his own race. As a brigand fighter under the half-orc character, Kul, he has proven to be sufficient for the simple task of attacking unsuspecting travelers. Kul dislikes him and treats him poorly, although Dunjgor tends to miss much of Kul’s sarcasm and condescending tone. Kul typically places Dunjgor in the front of an attack, caring little if he lives. His only positive attribute is that he is hardy, allowing him to survive as a lowly brigand.

I remember in the old Deities & Demigods book (Advanced D&D) they had some pretty awesome Polynesian gods. There was this one tiki god of death; he had poison skin that caused death to mortals simply by touch. I want to say there was no saves. Sadly I have lost this book, my favorite of the old Advanced Dungeons and Dragons books. (Luckily I still have the rest, but I digress) One thing I always wanted to do but never seem to have gotten around to those parts of the world maps is to have an adventure on a Hawaiian type island. The party would be as foreign there as when the first Europeans stumbled ashore the Hawaiian Islands. Kahunas (Hawaiian priests) would be powerful figures, and very close to the feathered, superstitious High Chiefs.

Luckily a lot of flavor for these types of adventures can be found online. If you plan on having any of your adventures shipwrecked, landing or otherwise discovering some strange shores here are some great resources. First of all, you have to have the right weapons for the natives. This is a great way of authenticating your island as your players won’t know there stats. Find a list of Hawaiian Weapons here. Also, to get an idea about the myths and gods associated with the Polynesians you can check out these Hawaiian Gods.

Now the warriors you will be facing on the islands are a lot different but not necessarily unsophisticated. Here are a few links to get you in the mode of thinking about what these guys will be like.

A nomad warrior from the great easter plains, this brave warrior can be a great addition as an NPC or player character. As a nomad he is a tallented horse archer, master of both the bow and riding. These skills combine to form a formitable fighter, quick and deadly in battle. These warriors have adapted to life on the steeps, they use what nature has provided them to craft their armor and weapons. His armor is made of sliced and hardened horse holves, his bow is a composite of horn and wood and his arrows are bone tipped. Sakasyth can seem strange to those that don’t know his people. He believes everything is living and has a great respect for nature. He often makes offerings to rivers, trees or even rocks that he comes upon. Sakasyths nature is gentle and he enjoys sitting and smoking cannabis. Sakasyth prefers open spaces and dislikes cities, he hates dungeons and will avoid them if possible. Besides dungeons his spirit is adventerous and brave. He is deadly with his bow but also has knowledge of healing and will be useful in dressing wounds.

Bic Bop is an affible, humerous wizard, skilled at illusions and alchemy. He is also vailable to adventuring parties do to his knowledge of the known lands and lore and his large collection of maps. He can be quite a practical joker and finds humur in fool friends and foes with illusions. For his friends one of his favorite gags is the having them chase illusionary cats around their houses, his foes aren’t so lucky.

Kul Drakon’s major personality trait is that he is cunning. He functions in life as a spiritual leader, intimidator and boss of bands of bandits that he assembles and uses to ambush trade caravans or to raid secluded settlements. This band usualy consists of goblins, brigands, orcs and any stray creature he can weild athority over. By nature he is schemeing and predetory but if captured or in a week position he can quickly turn on the charm and even present himself as a victem.

In battle he fights with either two weapons (usualy when he suprises his oppenents) or with a shield and a mace when fighting in pitched combat. During combat he often suprises oppenents with spells, but his perfered attack is to use stealth to backstab his enemies.

His personal history is vague, but it is know that his mother was aquesed of witchcraft and driven from society. She then willingly mated with an orcish warrior and raised Kul Drakon with a distain for human society.

Please feel free to use the dungeons and dragons characters presented here in your campaigns. They can be used as non player characters (NPC’s) or as player characters. Dungeon Imp has provided original character artwork, usually a portrait and original background stories. The characters presented here are not randomly generated and are therefore have a more authentic feel then those created by programs. These characters can be used by newbies (new players to your campaigns) and can also be used as reoccurring characters throughout your world. They are ideal for use in campaigns where there is a high rotation of players; this allows some continuity as the reoccurring characters aren’t some flash in the pan. New players typically will select characters that are of a level or two lower than the characters of the party they are joining. Each character also has a designated home in the fantasy map provided here. Ultimately it is up the the dungeon master to decide how they would like use the characters in their campaign. All of the suggestions can be ignored as each dungeon master maximizes the fun and creates a realistic fantasy world for their game.

Called Que by those that know him best, this introspective cleric is an asset to any party of adventurers. He is strong in combat and possesses healing abilities that can patch up and keep a battered group running. His nature seems quite at first but that hides a strong committed inner strength, this strength is hinted at in his low steady voice but comes out in full force during combat. He often meditates on the duality of his service as a healer and destroyer, a conflict that has a complicated solution and demands much of his attention. However, the results of his efforts are strong and the reward is a determined and unshakable man. Those close to him worry that he has accepted his own death as a trade off and that he is an exceptionally likely candidate for martyrdom.